The Guide is the Deva starting class. It has the same basic skills as all of the other starting classes with the addition of a self-healing spell – Minor Healing. At level 10 and job level 10, a Guide may choose to become a Holy Warrior, a Cleric, or a Breeder.

A Guide can use any rank 1 weapon, but it is generally best to choose a weapon that suits the class you wish to transfer to at level 10, job level 10. If you plan to become a Holy Warrior, you should use a one-handed sword/shield, one-handed mace/shield, or two-handed mace. If you plan to become a Breeder, you should use a one-handed mace/shield or a two-handed mace. If you plan to become a Cleric, you should use a one-handed mace/shield, two-handed mace, or two-handed staff.

A Guide begins wearing either an Adventurer's Guide Suit or a Beginner's Devarian Suit. After talking to the Intermediate Trainer, you can choose between an Adventurer's Suit or a Devarian Suit. All other armor (boots, gloves, and helm) is common to all classes.

Striders are evasion-based warriors who either specialize in dual daggers/swords or crossbows. They fill the role of a damage dealer in a party. They become either Assassins or Shadow Hunters depending on which weapon they specialize in.

Can Equip: Dual Daggers, Dual Swords, Crossbows

Notable Skills

Quick Pace: Self Buff that increases movement speed.

Assassin Impact: Self Buff that gives a chance to do an extra attack while using dual daggers/swords.

Dark Strike: A skill that you can use with force chips to make a strong attack.

Head Breaker: Direct Damage skill that also causes Fear in your target.

Sleeping Dust: This skill puts your enemy to sleep for a while.

Bloody Blade: A slashing attack that drains HP from your target.

Critical Shot: A crossbow skill that shoots three bolts at your target with a guaranteed critical hit.

Dark Magicians possess a wide range of offensive magic. They have direct damage spells, area of effect spells, along with a few curses and buffs. Dark Magicians have the ability to release large bursts of damage in a short period of time. But they must be mindful not to burn through all of their mana too quickly. Dark Magicians can become Chaos Magicians or Warlocks.

Can Equip: 2 handed Staff, Wand (1 handed staff) or Dagger + shield

Notable Skills:

Life Leech: A Darkness attack that leeches back some of the damage as HP.

Fire Arrow: Basic direct damage fire spell.

Lightning Bolt: Basic direct damage air spell.

Darkness Arrow: Shoot several bolts of darkness at an enemy.

Life Transfer: Transfer some of the caster’s life to the target.

Windy Shackle: Debuff that decreases target’s attack speed.

Fire Storm: Rains fire down on the area around your target.

Corpse MP Drain: Drains MP from the targeted corpse.

Corpse HP Drain: Drains HP from the targeted corpse.

Dark Might: Buff that adds shade damage to basic attacks.

Splash Thunder: Lightning rains down upon the area around your target with a high chance of stunning.

Sorcerers hold a deep control over their Pets. They sometimes use their Pet’s life energies to power their spells. Their pet buffs center around improving their pet’s combat abilities. Sorcerers also use some of the same magic as Dark Magicians. Sorcerers advance to become Battle Summoners.

Can Equip: 2 handed Staff, Wand (1 handed staff) or Dagger + shield

Notable Skills

Scream of the Underworld: Kills your creature, draining its life into a deadly scream that damages all enemies in the area. Your pet does not lose EXP.

Blood of the Underworld: Fully recovers your health by sacrificing your creature. It also decreases the damage you take for a short period of time.

Lion’s Claw: Pet Buff that increases a pet’s critical hit rate.

Bloody Arrow: Absorbs some of your pet’s HP to power a dark magic attack against your target.

Combat Support: A Toggle that increases the attack speed of your creatures. Only one support toggle can be used at a time.

Clerics are the primary healing and support class in Rappelz. They have several powerful healing spells (Healing, Rapid Healing, and Restoration) as well as a variety of buffs that can greatly improve the stats of other players.

Clerics are the core of any dungeon party; a party will have a difficult time killing at a constant rate without a Cleric buffing and healing. At the same time, Clerics are one of the weakest classes in terms of defense. Therefore, the other members of the party should do their best to protect the Cleric from aggressive monsters.

Despite their weaknesses, Clerics make very good solo adventurers. Their buffs help to make up for their weaker armor, and their healing magic more than account for the difference. They also have the advantage of being able to buff their pets, making them more powerful than most other pets of the same level (except those belonging to pet classes).

Fighters can go in two different directions. They can go the heavy melee route and use axes or dual hatchets. Or they can go the ranged route and use bows. Fighters are suitable for off-tanks, and can become either Champions or Archers.

Can Equip: 2 Handed Axe, Dual Hatchets (2 one-handed Axes), Bows

Notable Skills

Spiracle Charge: Charges a “Spiracle”, which is a ball of energy required to carry out class specific skills.

Slayer is the Master Class of Assassin. The Slayer expands on the Assassin, but unlike the other classes, becoming Master Class does not add significant efficiency.

Slayers, with expensive builds, are still one of Rappelz' top PvE classes in the game, only surpassed by Mages, pet classes and ranged warriors. With use of Agility and Attack Speed, Slayers can accumulate Damage output in a certain period of time whilst surviving heavy blows for a few seconds through the use of evasive skills, but not for very long.

Can Equip: Dual Daggers/Swords

Notable Skills

Assassin Impact: now permanent (not only 8/10min) chance to perform 2 successive attacks (perfect with high atk spd). These added hits will not trigger positive effects (e.g. bloodthirst) but they will trigger the negative ones (petrify). Does not stack with Phantasm.

Agile Style: Lowers your attack power, but increases your movement speed and your evasion. Great skill for when you need to scout ahead for your dungeon party. When used together with Quick Pace, you will be one of the quickest characters in the game.

Dusk Style: Increases your accuracy and attack speed, but your maximum amount of HP is decreased. Good for when you’re in a party and you have a tank that can keep threat.

Cry of Arrows: Increases your attack speed but you will not be able to move while this skill is active.

The Deadeye is the Master Class of the Shadow Hunter. Deadeyes support party members' P.Atk stat. They have very high HP, Atk. Spd, and Evasion. Bleed (with Piercing Arrow) gets a nearly instant cooldown, great for permanently bleeding.

Can Equip: Crossbow

Notable Skills

Frost Arrow, with a few DEs in the party, in combination with Thunderbolt Arrow and Thrust Arrow, nothing should get within melee range.

Burning Style, as of 8.1, also adds 9% physical attack at max lvl, making it very strong. The HP lost from the -9% of the skill nearly balances out with the +9% agi and dex converted to HP.

The Void Mage is the Master Class of the Chaos Magician. The Void Mage packs a serious punch in magical attack with a strong arsenal of area-of-effect and chain spells that deal some serious damage and damage over time, and holds a decent amount of magical defense to guard itself from incoming magical attacks.

Like most Mages, The Void Mage lacks in defense. Although Void Mages suffer in vitality, they are able to solo efficiently because of the skill Magic Skin. The Void Mage's wisdom is below average. Using wisdom stones would be wise.

Can Equip: 2H Staff, Wand or Dagger + Shield

Notable Skills

Chrono Shift: completely resets the cooling of all skills

Chain Lightning: a bouncing ball of lightning that travels from target to target, dealing a high damage that decrease with each jump.

The Overlord is the Master Class of the Battle Summoner. They specialize in offensive pet-related buffs and abilities. The Overlord also obtains new skills unlocked depending on which TP(Talent Point) Tree they choose to pursue. These skills can either be upgrades of previous skills or entirel new skills, including Inferno Fire Arrow (Upgraded Fire Arrow for Staff Overlords), Armageddon (Small Area of Effect stun for Staff Overlords), and Dirk Hurricane (Upgraded Dirk Tornado with stun). The first TP Tree also offers enhanced passive and active skills for pets.

The Templar is the MAster Class of the Knight. They are made to tank and have the best defense of all classes. Best class to keep aggro, but are weak against Mgk Atk and aggro from stronger DDs. Strong passive skills allow better tanking.

Soldiers are one of two jobs that the Holy Warrior can progress to. Soldiers build upon the damage skills of the Holy Warrior. Soldiers can deal a large amount of damage in quick powerful strikes. They are also a secondary tank, and can fill the role of main tank if necessary.

The Mercenary is the Master Class of the Soldier. The Mercenary is a warrior that excels at defense and is an expert with two-handed weapons. Mercenaries can also support others with various debuffs. Depending on the distribution of skills, they may have the best P.Acc of the Warrior Jobs, and with a good 2H Mace and the Mental Breaker skill at 16/16, can never lose MP. A very balanced job between P.Atk and P.Def. Most of the new skills are passive.

The Oracle is the Master Class of the Priest. The Oracle is a powerful Mage poised to act in any dire situation and support parties with powerful buffs and spells. Oracles greatly increases Priest healing and Mana restoration capabilities.Oracles are ideal as a support role in group healing with an array of various healing-type skills, both toggle and mass heals.

Oracles have a high level of Mass toggles (good for summoners who cant use permanent dual summon), very high MP recovery, can cause massive damageto many enemies at once. Although Oracles have low HP and low P Def without proper gear/soul stones, they are outstanding healers with spammable AoE heals, have a mana restoration passive everytime they kill something within thier level, and higher lvl of Mass Toggles buffs.

Oracles generally have less magic attack than their parallel class: Cardinal as well as less damaging skills and lower lvl buffs.

Can Equip: 2H Staff, 1H Staff + Shield or Magewall

Notable Skills

Mana Energy:

Rapid Flow of Energy:

Saint Charge: makes the Oracle's MP hard to consume, which is good for healing and spamming skills.

Bishops build upon the Cleric’s offensive magical capabilities, adding several direct damage and AOE damage spells. Even though the Bishop’s focus is offensive magic, they are more than capable healers.

The Cardinal is the Master Class of the Bishop. The Cardinal can deal considerable spike damage, stack de-buffs and DD to multiple targets with its collection of attack spells. Additionally, the Cardinal has upgraded Blessings and can be a dependable healer within a party. Given the distribution of skills a Cardinal must decide which aspects of the Bishop should be upgraded and which can be left behind. Due to the nature of the basic healing skill (higher levels do not greatly improve HP gained) the healing skills are often the ones left unchanged.

Soul Breeders expand upon the Breeder’s ability to heal and buff Pets’ stats.

Can Equip: 2 Handed Mace, 1 Handed Mace

Notable Skills

Strength Boost: A toggle skill that allows you to boost the strength of a creature. The caster must stay within range of the creature they are supporting. Only one boost can be applied at a time.

Intelligence Boost: A toggle skill that allows you to boost the intelligence of a creature. The caster must stay within range of the creature they are supporting. Only one boost can be applied at one time.

Celestial Sanctuary: A range healing spell that recovers the HP and MP of all creatures in the area.

Wrath of Heaven: A wide range spell that removes buffs from the target creature and also other creatures nearby.

Vitality Boost: A toggle skill that allows you to boost the vitality of a creature. The caster must stay within range of the creature they are supporting. Only one boost can be applied at one time.

Wisdom Boost: A toggle skill that allows you to boost the wisdom of a creature. The caster must stay within range of the creature they are supporting. Only one boost can be applied at one time.

Dual Summoning: Increases the duration in which your second creature stays summoned if you summon two creatures at once.

The Master Breeder is the Master Class of the Soul Breeder. Master Breeders have strong creature heals and creature buffs for party members. They usually have the strongest pets. Using a 2H Staff after uping the 2nd & 3rd skill trees the Master Breeder can DD, buff and heal pets, and tank.

Master Breeders' greatest weaknesses are their slow magic skills casting and low MP regain. They rely on MP to heal, buff, and use their Mgk. Atk.s, and slow casting gives opponents time to attack while they can't effectively block or dodge.

Can Equip: 2H Staff, 2H Mace

Notable Skills

Law of Exchange: 12/14/15% of pets HP is added to pets Ph. Atk. | 8/9.32/9.98% of pets MP is added to pets Mgk. Atk.

Champions expand upon a Fighter’s melee skills. They are masters at heavy melee combat and are suitable secondary tanks. Compared with a Fighter, Champions have increased HP, and slightly increased MP, as well as no Archery Skills, and instead, higher damage dealing axe based attack skills. The Champion is seldom a match except for Mages, but will easily defeat Melee or Archery based monsters of a higher level.

When it comes to Dungeon Parties, Champions are preferred, because of their high defence bonuses and healing skills, as well as their ability to self increase their vitality skill. To get the best out of Socketing, suggested stones are those of your level at least, which are of: Strength, and Vitality or Health. These are highly recommended as the stones you should use, as Dexterity is for Archers, Intelligence is for Summoners, Agility is for Asuran Magicians, and Wisdom is also for Magicians.

Pets that best combine with Champions are: Skeletons for Champions using a 2 Handed Axe, Hawks, for those using dual Axes, Kentauros, for either, or a Blue or Red Pixie, for the Buffs, Attack Skills, Healing Skills, and the Debuffs they can provide. Intelligence and Wisdom are rare type stones, useful for Champions if they enjoy spamming skills. The best kind of weapon build for a champion would probably be dual axes as opposed to a two handed axe, because they provide more total Physical Attack and are quicker than a two handed axe.

Can Equip: 2 Handed Axe, Dual Hatchet (2 one-handed Axes)

Notable Skills

Spirit of Undefeated: A self buff skill that requires five spiracle charges. Protects caster from all physical damage for five seconds.

Energy Cannon: Single Target Taunt producing high threat and consuming a single spiracle.

The Berserker is the Master Class of the Champion. Berserkers are very powerful physical damage based warriors that can defend from multiple targets and use spiracle skills freely by earning knowledge for spiracle charge. Berserkers using the Spiracle Tree can get up to 10 Spiracles at once.

They function as DDs with Duel Axes in most parties, but can also Tank with a 2H Axe if needed. The Berserkers' nuke skills make them excellent PvPs, as well as the possession of some Archer skills and the ability to reduce the enemy's cast speed.

Berserkers have very high str. and vit., especially at high Jlvls, have the strongest P Atk. based spike damage skill, and have a few good debuffs. However, they can be expensive and their MP is low and will run out quickly with high spam skills.

Armed with several types of snaring abilities and deadly shots the Archer is more than capable of holding their own in any situation. Archers expand upon the Fighter’s bow skill set, making them excellent pullers in a party.

Can Equip: Bows

Notable Skills

Steel Pouring: Ranged weapons only. Pour down a volley of arrows damaging enemies in a wide area. Unable to move while channeling.

Arrow of Fire Pillar: Ranged weapons only. Shoots an arrow that explodes into a pillar of fire, causing damage to the target and nearby targets.

Resonant Shockwave: Bow only skill that shoots an arrow that will stun the target and also enemies around it. Requires three spiracle charges to use.

Trap of Flame: Set a trap that explodes upon being triggered to all nearby enemies, causing damage over time.

Snare of Lightning: Set a trap that causes a lightning strikes in the immediate area, creating continuous bursts of damage for a short period of time.

Penetration Shot: Bow only skill. Shoot a penetrating arrow giving Critical Damage to the enemies in a line.

Eye of Raptor: See hidden targets within a limited distance for a short time.

The Marksman is the Master Class of the Archer. Marksmen are ranged DD hunters that can use Spiracle Skills freely by earning knowledge for Spiracle charge. They are more ranged than the Shadow Hunter/Deadeye, but have less HP/Vitality and P def.

The War Kahuna is the Master Class of the Battle Kahuna. They have the strongest physical and magical damage, and supports party members with stat increasing buff skills. War Kahunas have one of the highest possible burst damage in the game. The problem lies with the build and money needed to obtain it.

The Magus is the Master Class of the Druid. The Magus has an increased Earth skill that gives additional mgk. effect, increased skill to recover multiple targets, and supports party members by using buff skills.

The Beast Master is the Master Class of the Evoker. Like the Evoker, the Beast Master is known for its DD capabilities and their ability to increase party members' and their pets' Luck. They recieve a passive that reduces damage by 30% when fighting a beast type monster, making farming Vieled Island mobs easier as most of them are beast types.

Beast Masters can Tank if needed, can buff oher players and other players' pets, and can has a large damage output. However, they have no healing skills.

Can Equip: 2H Axe, Duel Axes, 1H Axe + Shield

Notable Skills

Wave Cut: Deals water damage to enemies with three powerful attacks. Also has a small frontal AoE.

Soul Harmony: Increase Strength and Intelligence by 30% and double the HP/MP max as well as taking the form of your main summoned creature.